Helldivers 1:Hunter
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Utilizing stealth and guerrilla tactics these soldiers use long-ranged high powered electro-pulse gauntlets which vaporize the air at ranges up to 10 km. The static air is clearly visible to the eye and, as such, can be avoided before the actual projectile is fired.
For the Illuminate, to become a Hunter is the first step on the way to becoming an Illusionist.
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Role | Danger | Weapons | Resilience | Armor |
---|---|---|---|---|---|
Light Infantry | Medium | Electro Pulse | Low | None |
Health | Constitution | Armor | Shield | |||||||
---|---|---|---|---|---|---|---|---|---|---|
Base | Decay | Base | Decay | Location | Min | Max | Base | Armor | Regen | Delay |
400 | 0 | 0 | 0 | default | 0 | 0 | not shielded | |||
400 | 0 | 0 | 0 | default | 0 | 0 | 200 | 0 | 666 | 4 |
Attacks | Power | Crit | AP? | Effects |
---|---|---|---|---|
Electro-Pulse | 300 | n/a | yes | n/a |
Tactics
- Found on most planets with an Illuminate presence, Hunters patrol the battlefield individually, following semi-random patterns while searching for Helldivers. They patrol more often around mission objectives and are also attracted to Stratagem beacons.
- As of the A New Hell free content update, shielded Hunters will start appearing mixed in with the regular variety. They function identically, other than being shielded.
- Hunters always seek to engage Helldiver troops in combat from long range, using their sniper-like electro-pulse gauntlets. This weapon is extremely powerful and can kill players in a single shot, but takes a few seconds to charge (during which its intended path is clearly visible) and are unable to move while charging meaning it can be avoided easily in most situations. It should also be noted that Hunters cannot shoot through barriers generated by Obelisks, and will not attempt to do so. Hunters can also hit (and potentially kill) their fellow Illuminate, often 'accidentally' vaporizing Outcasts; Hunters can survive up to one blast from another Hunter, if cunning Helldivers trick them into sniping each other.
- It is recommended to use the SH-20 Shield Generator Pack to block attacks from Hunters as a safety measure if one is susceptible to being sniped.
- Hunters have no melee attack and will flee from Helldivers who get too close. This tactic, combined with the relatively long charge time of their weapons, means that players are normally safe to ignore Hunters while moving from one objective to the next.
- Hunters are most dangerous to turrets, Escort Objectives, and Deploy Objectives as they can shoot from beyond a turret's targeting range, kill multiple survivors with a single shot, and inflict significant damage to a Resource Convoy, Geological Survey Rig, or Missile with a single hit.
- Hunters will not target anything obscured by smoke; players may bring Smoke Grenades or the Thunderer Smoke Round to conceal objectives if they wish.